My first several characters died quickly, while I was still learning the ropes. Then one character survived an unpleasantly long time.
Honestly, I am amazed at how boring the game becomes. I know that busywork is common in roguelikes, but AliensRL takes it a notch further. The levels are huge and the difficulty between towers is about the same. Going through the complex room-by-room is a rote affair. Even after considering critical hits and range modifiers, combat is very predictable. Most of the time, I feel like I’m following an algorithm for clearing rooms. The vibe is less sci-fi horror and more under-equipped pest control. By the way, that is a huge departure from the marine campaigns in AvP games, where I constantly fling my character around, praying to actually see an alien and jumping when I do.
Why does the map not memorize anything besides barrels, floors, walls, and corpses? I can’t form stashes, so I have to leave many supplies lying all over the place, to be picked up later. I can’t keep track of them all! Plus you might have to swap weapons if you e.g. run out of .44 ammo, and after you gradually fill up on that ammo, the original weapon can be hard to find. This is not realism, this is just unpleasantness.
Do want: A macro that reloads all weapons and switches to the primary weapon.
Do want: An option to walk around unless an alien is in view. Pressing coma+direction is very uncomfortable, plus you cannot control the number of spaces you move. The cramped environments of AliensRL make me press direction keys in quick succession, and in familiar territory, an alien can sneak up unbeknownst to me.
The grenade system is well-implemented IMHO.
One odd quirk I found is that meat-shields do not really exist. Take #aA @# as an example: if I burst-fire at ‘a’, then ‘a’ will take most of the damage. Should I interpret this as aliens being very small compared to grid squares?